Zinyaris As you follow along the wall to your West you nearly fall into a pool at O10. Skirting it you move to the NW and end up at L9. Straight ahead of you you see a deep pit at l7, then a column of fire at L5. Another pit can be seen at M5.
My Divine sense is still active until the end of my turn so I will keep sniffing for evil. I with then draw my rapier and head toward the light to the west.
Swifty You start making your way West, and have to go a bit North as you do so. As you step into square G19 though your world flashes and you are teleported somewhere else... You end up in L17. To your SE is a pool (M18.) A cart sits in square L16. You see the door to the south now and know you are just a bit north of where you had first entered this dungeon at. The light is still off to the West.
Bihana Naïlo Spotting someone from another team you blow your horn... seven berserkers materialize, moving to attack the figure. A greenish light fills a square as 2 of them move into it, and both beserkers simply vanish. Two more move around a wall, coming at the figure from the easta nd a pit opens up under them, the two there falling out of sight and not seen again. Only 3 manage to remain, one of which tries to attack Zinyaris. His weapon passes through Zinyaris though, unable to touch him.
"No no no... Cannot be hurting each other before the time is right..." The whispery voice the dwarf wizard had used says, giving a soft cackle.
Hiqiroth You create the webs as desired, then settle back in what you hope is a defensible position.
Swifty You would see webs fill the area South from you, L18 and others getting covered with sticky webs.
Floressa Moving down to G14, you see a pile of rubble to your West, p14. You also would hear someone around the corner to your SE, near R16.
"Grrrrrr....blasted dwarf," Swifty will curse under his breath as he steps forward cautiously. First I will walk up to the pit that is right in front of me and peer down into it to see what is at the bottom.
Then using our shared telepathy I will ask,
Green team, anyone near a pit? or a door? I seem to be having trouble moving around. That damn wizard teleported me when I tried to move toward a light.
Raja A bit dazed from the teleport, you stay put, taking in the direct area nearest you.
Louie Longclaw Steping out of the small area you find yourself in, you see the pit at E8 and D9, so step around them. A bridge is set up at E7, which appears to be able to be lowered over teh pit at E8 and allow access to further South. You also see th door at D7.
Three Tree You strike at Yormorn: with your handaxes, but they pass through him as if he were actualy made of smoke. he looks real, but you simply cannot strike him.
"He he... You are all so blood thirsty..." The dwarf's voice, now pitched deeper, says out loud in the area. "No hurting the others until it is time..."
Khats Scrods You bring up lights around yourself, illuminating the area nearby. Nothing abnormal that you can see, at least that is not already on the map.
Yormorn Teleporting out of the lava pit, you appear in A18, with another lava pool in squares a16, b16, a17, and b17. You could jump it, if you can jump more than ten feet. Or you need to find another way around. Let me know what you do.
"Lava lava everywhere, this has got to be some kind of safety violation. Well, if I make it across at least it is less likely that Miss 'Eager to Kill' will give chase."
Yormorn backs up 10' and then begins a run up, leaping at the last minute to clear a 15' long jump, making it well past the pool of lava.
(Move back to A20 to get a 10' run up and then run forward 10', jump 15', and move forward another 5' to end in A14 after my 40' of movement. Seems like longstrider was a good call. Reading over the rules it seems like the jump is an auto success unless there are environmental conditions that make it difficult, uncertain terrain at leap or landing...obstructions...etc. Let me know if you need an athletics check from me for this. Or if you would like I am fine with you rolling it yourself...Athletics is at +8.)
Taking a moment to catch his breath he pulls a healing potion from his belt and downs it to try to recover a little from the burning sensation in his feet.
7
Rollback Post to RevisionRollBack
Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
Along with 60' darkvision, Roywyn has 10' blindsight thanks to her Fighter(1) Blind Fighting style. So I think being in R16, she would sense Floressa in Q14. Just in case she can't sense anything, Perception check, sensing for Floressa or any other hazards, allies opponents: 17
Her owl familiar on her shoulder (see below) uses 120' darkvision and Keen Hearing and Sight ability to do a Perception check at advantage: 18
On her original turn, Roywyn had already cast Mage Armor as an action, drank a vial of antitoxin as a bonus action, and free action handed antitoxin to Swifty. She had already been riding on her Broom of Flying and already had her Find Familiar active, previously cast as a ritual, resulting in her owl named Paperweight.
On this turn, Roywyn: - Uses her action to cast Armor of Agathys on herself at 3rd level. - Uses her movement to ride her Broom of Flying about 5' above the ground 1 square NW to Q15 as I believe she did not see an obstacle in that direction. - If she is not teleported or hit with a trap, she greets Floressa and uses her free action to hand her another vial of antitoxin as Floressa was the only Green teammate not to drink any yet. - If possible, saves remaining 45' movement from Broom of Flying in case she sees anything else at her new location. - No bonus action - Telepathic communication to teammates below. - Owl familiar does Perception check (see above).
For future reference, note also that Roywyn's Crossbow, Light of Warning prevents her or any ally within 30' from being surprised. Also gives Roywyn advantage on initiative rolls.
To Green Team and DM:
"Floressa, I am a bit SE of you. Coming NW now. Take some antitoxin (hands you a vial). Three Tree and Swifty, I think we are far separated. Sensed plant obstacle SE, and Force Barrier with pool behind it E from where I started. No lengthy walls here."
Yormorn Stepping back you easily clear the lava pit and move a bit further north. You then can use your action, as you already used your bonus action this round, to drink a potion bottle, healing for seven.
Roywyn On your broom you move to Q15 and greet one of your team mates. Ice coats your gear as you bring up magical protection for yourself, and you hand Floressa a potion bottle. Neither you or your owl notices anything else of interest.
Round Summary Everyone would hear the sound of a horn, and the cries of warriors making battle cries. Some of those cries cut off with the sound of stone sliding against stone, the battle cries turning to ones of pain then ceasing.
There are sounds from around the complex, clearly the others sent here with you are moving around. Words are spoken, but the majority are simply too far away from you to be understood.
Please post round 2 actions now. If something you have posted was not resolved it is likely something you did not have an action for. Active use of a skill is an action, passive use is not. If you want to use your passive score, then please post the value you have for that skill. Not all skills can be used passively, I believe only perception, investigation, and insight can be used that way. If anyone has a different take on that, please post in the OOC.
If you have already posted round two actions, then please quote them and repost them so they come after this post.
Bihana says under his breath "Then when the bloody hell can we attack?". Seeing the wall advance on his position he decides to move by going north (away from the pit) and around and then down to O5. He will ready an action if he can attack (as either indicated by the wizard or observing such) by casting Eldritch blast.
With no reason to go back, Yormorn cautiously moves forward with warhammer in hand.
Going to head towards C12 and then since there is a fork in the road unless there is a clear indication as to which way is better I will choose randomly between North and East...I hope I get North so I can meet up with Louie...
1=N 2=E...1
Nice...looks like from there I am heading north. What I do next will depend in large part on what I can see as I head North so I will hold off on posting the rest of my turn until Louie posts.
"Not together, surrounded by pits. Door to my left, a way to my right, pits behind me. So far see no one." he pauses for a minute "Open to suggestion which way to go" he will wait to see if blue team suggests something. If not he will move.
He sheaths his sword to douse the light as he waits for an answer.
Oh, someone's getting serious. Time to move along, Bandy-Bandy. Fauna hunches down, both to let her familiar slither off her neck and down her arm, as well as to move stealthily. She moves along the southern side of the plant, trying not to touch it, while Bandy-Bandy goes around the north side.
Stealth: 25. I will use Passive Perception to notice both Roywyn/Floressa to the north and Pit 1 to the southeast.
This post has potentially manipulated dice roll results.
Hiqiroth will ready action eldritch blast (2d10 force) with his free hand for anyone who anyone not on blue who appears in the column facing north between himself at G21 and F14/G14/H14. (Including G20)
Zinyaris
As you follow along the wall to your West you nearly fall into a pool at O10. Skirting it you move to the NW and end up at L9.
Straight ahead of you you see a deep pit at l7, then a column of fire at L5. Another pit can be seen at M5.
Swifty
Need your action.
Updated Map
Bihana looking around sees Ziny and confirming that they are not Red, blows his horn. 7. He then instructs them to attack Ziny.
D&D since 1984
My Divine sense is still active until the end of my turn so I will keep sniffing for evil. I with then draw my rapier and head toward the light to the west.
Swifty
You start making your way West, and have to go a bit North as you do so. As you step into square G19 though your world flashes and you are teleported somewhere else...
You end up in L17.
To your SE is a pool (M18.) A cart sits in square L16. You see the door to the south now and know you are just a bit north of where you had first entered this dungeon at. The light is still off to the West.
Bihana Naïlo
Spotting someone from another team you blow your horn...
seven berserkers materialize, moving to attack the figure. A greenish light fills a square as 2 of them move into it, and both beserkers simply vanish. Two more move around a wall, coming at the figure from the easta nd a pit opens up under them, the two there falling out of sight and not seen again. Only 3 manage to remain, one of which tries to attack Zinyaris. His weapon passes through Zinyaris though, unable to touch him.
"No no no... Cannot be hurting each other before the time is right..." The whispery voice the dwarf wizard had used says, giving a soft cackle.
Hiqiroth
You create the webs as desired, then settle back in what you hope is a defensible position.
Swifty
You would see webs fill the area South from you, L18 and others getting covered with sticky webs.
Floressa
Moving down to G14, you see a pile of rubble to your West, p14. You also would hear someone around the corner to your SE, near R16.
Raja
Need your action.
Updated Map
Raja
You are on the timer... I need your post within 24 hours of my previous post. So by 12 to 13 hours from now.
I had to fix the map, below is the most updated one...
Updated Map
"Grrrrrr....blasted dwarf," Swifty will curse under his breath as he steps forward cautiously. First I will walk up to the pit that is right in front of me and peer down into it to see what is at the bottom.
Then using our shared telepathy I will ask,
Green team, anyone near a pit? or a door? I seem to be having trouble moving around. That damn wizard teleported me when I tried to move toward a light.
Raja
A bit dazed from the teleport, you stay put, taking in the direct area nearest you.
Louie Longclaw
Steping out of the small area you find yourself in, you see the pit at E8 and D9, so step around them. A bridge is set up at E7, which appears to be able to be lowered over teh pit at E8 and allow access to further South. You also see th door at D7.
Three Tree
You strike at Yormorn: with your handaxes, but they pass through him as if he were actualy made of smoke. he looks real, but you simply cannot strike him.
"He he... You are all so blood thirsty..." The dwarf's voice, now pitched deeper, says out loud in the area. "No hurting the others until it is time..."
Khats Scrods
You bring up lights around yourself, illuminating the area nearby. Nothing abnormal that you can see, at least that is not already on the map.
Yormorn
Teleporting out of the lava pit, you appear in A18, with another lava pool in squares a16, b16, a17, and b17. You could jump it, if you can jump more than ten feet. Or you need to find another way around. Let me know what you do.
Roywyn Inkbow
Need your post as well...
Updated Map
"Lava lava everywhere, this has got to be some kind of safety violation. Well, if I make it across at least it is less likely that Miss 'Eager to Kill' will give chase."
Yormorn backs up 10' and then begins a run up, leaping at the last minute to clear a 15' long jump, making it well past the pool of lava.
(Move back to A20 to get a 10' run up and then run forward 10', jump 15', and move forward another 5' to end in A14 after my 40' of movement. Seems like longstrider was a good call. Reading over the rules it seems like the jump is an auto success unless there are environmental conditions that make it difficult, uncertain terrain at leap or landing...obstructions...etc. Let me know if you need an athletics check from me for this. Or if you would like I am fine with you rolling it yourself...Athletics is at +8.)
Taking a moment to catch his breath he pulls a healing potion from his belt and downs it to try to recover a little from the burning sensation in his feet.
7
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
To DM:
Along with 60' darkvision, Roywyn has 10' blindsight thanks to her Fighter(1) Blind Fighting style. So I think being in R16, she would sense Floressa in Q14.
Just in case she can't sense anything, Perception check, sensing for Floressa or any other hazards, allies opponents: 17
Her owl familiar on her shoulder (see below) uses 120' darkvision and Keen Hearing and Sight ability to do a Perception check at advantage: 18
On her original turn, Roywyn had already cast Mage Armor as an action, drank a vial of antitoxin as a bonus action, and free action handed antitoxin to Swifty. She had already been riding on her Broom of Flying and already had her Find Familiar active, previously cast as a ritual, resulting in her owl named Paperweight.
On this turn, Roywyn:
- Uses her action to cast Armor of Agathys on herself at 3rd level.
- Uses her movement to ride her Broom of Flying about 5' above the ground 1 square NW to Q15 as I believe she did not see an obstacle in that direction.
- If she is not teleported or hit with a trap, she greets Floressa and uses her free action to hand her another vial of antitoxin as Floressa was the only Green teammate not to drink any yet.
- If possible, saves remaining 45' movement from Broom of Flying in case she sees anything else at her new location.
- No bonus action
- Telepathic communication to teammates below.
- Owl familiar does Perception check (see above).
For future reference, note also that Roywyn's Crossbow, Light of Warning prevents her or any ally within 30' from being surprised. Also gives Roywyn advantage on initiative rolls.
To Green Team and DM:
"Floressa, I am a bit SE of you. Coming NW now. Take some antitoxin (hands you a vial). Three Tree and Swifty, I think we are far separated. Sensed plant obstacle SE, and Force Barrier with pool behind it E from where I started. No lengthy walls here."
Mud(Paladin2):Frandal's Scourge/Inge(Barbarian1):Krayveneer's After the Fall/Seri(Cleric1/Sorcerer1):Uhtred's Windward Isles/Shin(Wizard2):Dimir_MTG's Surviving
Dyson/Eleo(Cleric3):Vos' Beyond the Veil/Soren(Druid4):Bartjeebus' Ravenloft/Nivi(Rogue3):Raiketsu's CoS/Lyra(Warlock2/Bard2):BlameItOnWinter's Will of the Ancients
Joren(Fighter5):NotDrizzt's Simple Request/Quyen(Adept1):Constance's Nentir Vale/Rel(Warlock2):Uhtred's Phandelver/Xarian(Fighter1/Wizard1):ShieldHero's Drakkenheim
Yormorn Stepping back you easily clear the lava pit and move a bit further north. You then can use your action, as you already used your bonus action this round, to drink a potion bottle, healing for seven.
Roywyn
On your broom you move to Q15 and greet one of your team mates. Ice coats your gear as you bring up magical protection for yourself, and you hand Floressa a potion bottle.
Neither you or your owl notices anything else of interest.
Round Summary
Everyone would hear the sound of a horn, and the cries of warriors making battle cries. Some of those cries cut off with the sound of stone sliding against stone, the battle cries turning to ones of pain then ceasing.
There are sounds from around the complex, clearly the others sent here with you are moving around. Words are spoken, but the majority are simply too far away from you to be understood.
Please post round 2 actions now. If something you have posted was not resolved it is likely something you did not have an action for. Active use of a skill is an action, passive use is not. If you want to use your passive score, then please post the value you have for that skill. Not all skills can be used passively, I believe only perception, investigation, and insight can be used that way. If anyone has a different take on that, please post in the OOC.
If you have already posted round two actions, then please quote them and repost them so they come after this post.
Updated Map
Bihana says under his breath "Then when the bloody hell can we attack?". Seeing the wall advance on his position he decides to move by going north (away from the pit) and around and then down to O5. He will ready an action if he can attack (as either indicated by the wizard or observing such) by casting Eldritch blast.
D&D since 1984
With no reason to go back, Yormorn cautiously moves forward with warhammer in hand.
Going to head towards C12 and then since there is a fork in the road unless there is a clear indication as to which way is better I will choose randomly between North and East...I hope I get North so I can meet up with Louie...
1=N 2=E...1
Nice...looks like from there I am heading north. What I do next will depend in large part on what I can see as I head North so I will hold off on posting the rest of my turn until Louie posts.
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
@ blue team
"Not together, surrounded by pits. Door to my left, a way to my right, pits behind me. So far see no one." he pauses for a minute "Open to suggestion which way to go" he will wait to see if blue team suggests something. If not he will move.
He sheaths his sword to douse the light as he waits for an answer.
Swifty will walk over to the nearest door and try the knob to see if its unlocked. If it is locked then I will run up to the North East.
Oh, someone's getting serious. Time to move along, Bandy-Bandy. Fauna hunches down, both to let her familiar slither off her neck and down her arm, as well as to move stealthily. She moves along the southern side of the plant, trying not to touch it, while Bandy-Bandy goes around the north side.
Stealth: 25. I will use Passive Perception to notice both Roywyn/Floressa to the north and Pit 1 to the southeast.
Hiqiroth will ready action eldritch blast (2d10 force) with his free hand for anyone who anyone not on blue who appears in the column facing north between himself at G21 and F14/G14/H14. (Including G20)
Attack: 28 Damage: 4
Attack: 21 Damage: 1
Forgot the Passive Perception: 19.